diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index e231d3d1f8..672f24351b 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -1647,18 +1647,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; case EFFECT_FAKE_OUT: if (!gDisableStructs[battlerAtk].isFirstTurn) - { score -= 10; - } - else if (move == MOVE_FAKE_OUT) // filter out first impression - { - if ((AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND || AI_DATA->abilities[battlerAtk] == ABILITY_GORILLA_TACTICS) - && (CountUsablePartyMons(battlerDef) > 0 || !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))) - { - if (CountUsablePartyMons(battlerAtk) == 0) - score -= 10; // Don't lock the attacker into Fake Out if they can't switch out afterwards. - } - } break; case EFFECT_STOCKPILE: if (gDisableStructs[battlerAtk].stockpileCounter >= 3) @@ -3094,7 +3083,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) || IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_POISON) || IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ROCK)) score -= 10; // partner will be hit by earthquake and is weak to it - else + else if (IsBattlerAlive(battlerAtkPartner)) score -= 3; break; } @@ -4137,9 +4126,13 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); break; case EFFECT_FAKE_OUT: - if (move == MOVE_FAKE_OUT // filter out first impression - && ShouldFakeOut(battlerAtk, battlerDef, move)) - score += 8; + if (move == MOVE_FAKE_OUT) // filter out first impression + { + if (ShouldFakeOut(battlerAtk, battlerDef, move)) + score += 4; + else + score -= 10; + } break; case EFFECT_STOCKPILE: if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) diff --git a/src/battle_ai_util.c b/src/battle_ai_util.c index b9b0ef0cfe..c6788cf8d7 100644 --- a/src/battle_ai_util.c +++ b/src/battle_ai_util.c @@ -2964,24 +2964,23 @@ bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility) u32 ShouldTryToFlinch(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u16 move) { - if (defAbility == ABILITY_INNER_FOCUS + if (((AI_DATA->abilities[battlerAtk] != ABILITY_MOLD_BREAKER && (defAbility == ABILITY_SHIELD_DUST || defAbility == ABILITY_INNER_FOCUS)) + || AI_GetHoldEffect(battlerDef) == HOLD_EFFECT_COVERT_CLOAK || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) - || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent goes first + || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER)) // Opponent goes first { - return 0; // don't try to flinch + return 0; } - else if ((gBattleMons[battlerDef].status1 & STATUS1_SLEEP) && !HasMoveEffect(battlerDef, EFFECT_SLEEP_TALK) && !HasMoveEffect(battlerDef, EFFECT_SNORE)) - { - return 0; // don't try to flinch sleeping pokemon - } - else if (atkAbility == ABILITY_SERENE_GRACE + else if ((atkAbility == ABILITY_SERENE_GRACE || gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS || gBattleMons[battlerDef].status2 & STATUS2_INFATUATION || gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) + || ((AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) && CanTargetFaintAi(battlerDef, battlerAtk))) { return 2; // good idea to flinch } - return 1; // decent idea to flinch + + return 0; // don't try to flinch } bool32 ShouldTrap(u8 battlerAtk, u8 battlerDef, u16 move) @@ -3000,15 +2999,16 @@ bool32 ShouldTrap(u8 battlerAtk, u8 battlerDef, u16 move) bool32 ShouldFakeOut(u8 battlerAtk, u8 battlerDef, u16 move) { - if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND && CountUsablePartyMons(battlerAtk) == 0) - return FALSE; // don't lock attacker into fake out if can't switch out + if (!gDisableStructs[battlerAtk].isFirstTurn + || AI_DATA->abilities[battlerAtk] == ABILITY_GORILLA_TACTICS + || AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND + || AI_GetHoldEffect(battlerDef) == HOLD_EFFECT_COVERT_CLOAK + || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) + || (AI_DATA->abilities[battlerAtk] != ABILITY_MOLD_BREAKER + && (AI_DATA->abilities[battlerDef] == ABILITY_SHIELD_DUST || AI_DATA->abilities[battlerDef] == ABILITY_INNER_FOCUS))) + return FALSE; - if (gDisableStructs[battlerAtk].isFirstTurn - && ShouldTryToFlinch(battlerAtk, battlerDef, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], move) - && !DoesSubstituteBlockMove(battlerAtk, battlerDef, move)) - return TRUE; - - return FALSE; + return TRUE; } static u32 FindMoveUsedXTurnsAgo(u32 battlerId, u32 x) @@ -3676,7 +3676,8 @@ void IncreaseStatUpScore(u8 battlerAtk, u8 battlerDef, u8 statId, s16 *score) void IncreasePoisonScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) { - if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PSN || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanPoison(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove) && AI_DATA->hpPercents[battlerDef] > 20) @@ -3699,7 +3700,8 @@ void IncreasePoisonScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) void IncreaseBurnScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) { - if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_BRN || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanBurn(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) @@ -3718,7 +3720,8 @@ void IncreaseBurnScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) void IncreaseParalyzeScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) { - if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PAR || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) @@ -3739,7 +3742,8 @@ void IncreaseParalyzeScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) void IncreaseSleepScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) { - if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_SLP || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) @@ -3757,7 +3761,8 @@ void IncreaseSleepScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) void IncreaseConfusionScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) { - if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_CONFUSION || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanConfuse(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)